Orrery Terrain · OrreryTerrain module · class
UOrreryTerrainWaitForEditable
Wait until a brush over one circle would be applied: the answer to "can I edit here now?" after a load, a teleport or a spawn in a streamed or paged world, without polling.
Declaration
UCLASS()
class UOrreryTerrainWaitForEditable : public UOrreryTerrainAsyncBase- Header
#include "OrreryTerrainAsyncActions.h"- Module
PublicDependencyModuleNames.Add("OrreryTerrain");in your module’s Build.cs.- Stability
- Stable: changes within a major version only add.
- Derives from
UOrreryTerrainAsyncBase- Blueprint
- “Orrery Terrain Wait for Editable”, a Blueprint type
Description
Streams the circle in (temporary invokers, removed when the node finishes) and fires OnReady once UOrreryTerrainSubsystem::GetEditAccessAt answers Allowed there: the base tiles under the brush are resident, their sculpt has paged in from the save, and the natural ground is built. Fires in the same frame when it already is. Its invokers go when it fires: start the stroke then (a stroke holds the ground it touches), or keep a streaming source there (a camera, UOrreryTerrainSubsystem::RegisterInvoker).
A refusal that waiting cannot fix fails at once with Refused: the circle's centre outside the terrain, a read-only (editor) world, a replica. Loading and a call from a listener keep it waiting. The sculpt limits are not checked: a radius over UOrreryTerrainSubsystem::GetSculptLimits().MaxRadius is still Refused by ApplyBrush.
In C++, create it with WaitForEditable, bind OnReady and OnFailed with AddDynamic (both take an EOrreryTerrainAsyncFailure), then call Activate.
Functions
- WaitForEditableBlueprintstatic
- Beginprotected
Called once at Activate, with the terrain, before the first Poll.
- Pollprotected
Called every frame while waiting.
- BroadcastFailedprotected
Fires the node's OnFailed with Reason and the node's failure payload.
Properties
| Name | Type | Default | Meaning |
|---|---|---|---|
OnBlueprintAssignable | FOrrery | — | Fires once a brush over the circle would be applied; Reason is None. |
OnBlueprintAssignable | FOrrery | — | Fires when the node gives up: Refused at once when waiting cannot help, Timeout, or the world or terrain gone. |
Blueprint
- Wait For Terrain EditableOrrery › Terrain › Edit